This commit adds support for push buttons in OFX plugins by: - Adding `kPushButton` to `NodeValue` enum - Implementing `pushButtonClicked` slot in `PluginNode` - Creating `NodeParamButton` widget for UI representation - Updating `paraminstance.h` to handle push button instances - Modifying `nodeparamviewwidgetbridge.cpp` to connect push button signals
87 lines
2.9 KiB
C++
87 lines
2.9 KiB
C++
/*
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* Olive Community Edition - Non-Linear Video Editor
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* Copyright (C) 2025 Olive CE Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef PLUGIN_NODES_H
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#define PLUGIN_NODES_H
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#include "ofxhImageEffectAPI.h"
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#include "ofxhPluginCache.h"
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#include "node/node.h"
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namespace olive
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{
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namespace plugin
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{
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const QString kTextureInput = QStringLiteral("tex_in");
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class PluginNode : public olive::Node{
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public:
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PluginNode(OFX::Host::ImageEffect::ImageEffectPlugin* plugin) ;
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QString Name() const override;
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QString id() const override;
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QVector<CategoryID> Category() const override;
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QString Description() const override;
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void AddPushButton();
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void AddPage();
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Node *copy() const override;
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/**
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* @brief The main processing function
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*
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* The node's main purpose is to take values from inputs to set values in outputs. For whatever subclass node you
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* create, this is where the code for that goes.
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*
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* Note that as a video editor, the node graph has to work across time. Depending on the purpose of your node, it may
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* output different values depending on the time, and even if not, it will likely be receiving different input
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* depending on the time. Most of the difficult work here is handled by NodeInput::get_value() which you should pass
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* the `time` parameter to. It will return its value (at that time, if it's keyframed), or pass the time to a
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* corresponding output if it's connected to one. If your node doesn't directly deal with time, the default behavior
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* of the NodeParam objects will handle everything related to it automatically.
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*/
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void Value(const NodeValueRow &value,
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const NodeGlobals &globals, NodeValueTable *table) const override;
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/**
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* @brief If Value() pushes a ShaderJob, this is the function that will process them.
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*/
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virtual void ProcessSamples(const NodeValueRow &values,
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const SampleBuffer &input, SampleBuffer &output,
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int index) const;
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/**
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* @brief If Value() pushes a GenerateJob, override this function for the image to create
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*
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* @param frame
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*
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* The destination buffer. It will already be allocated and ready for writing to.
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*/
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virtual void GenerateFrame(FramePtr frame, const GenerateJob &job) const;
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public slots:
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void pushButtonClicked(QString name);
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};
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}
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}
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#endif //PLUGIN_H
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